Dice Town

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Product Description

Welcome to Dice Town, the city of luck and prosperity! Here, we admire the Brave and Love Winners; especially those willing to bet their future on a roll of a dice! But you'll find that being clever also pays well, if you know how to adapt and bring your own luck to the table.

Opportunities are everywhere in our proud town: gold nuggets are knee deep in the mine, the bank has too many dollars and the mayor is a quick dealer when it comes to handing out Property Claims. Unless you fancy a Sheriff's badge or just want to hang out in the Saloon?

In Dice town, you're the boss, and anything can happen!

Dice town is a fast and clever game for 2 to 5 players, that uses Poker Dice. A little luck, a hint of bluff and some good tactics are necessary in order to become the town's richest citizen. Both fun and intelligent, Dice Town is for everyone. When the game is over, you're going to want to play another one right away.

Product Reviews

Dice Town is a western-themed game that uses dice, cards and a decent amount of
player interaction to create an immensely fun game for up to five players. The game
is easy to learn and play. I've played with four and five players.

The components are colorful and well made. To start, each player receives a dice
cup, five dice and eight $1 bills. The dice have playing cards (9 thru Ace) on each
side instead of pips.

Dice Town is a victory point (VP) game, which players can earn in a variety of ways.
A game turn consists of the following phases:

DICE ROLL PHASE

Players shake their dice in their cups and turn the cups down so that the dice are
hidden underneath the cup

Players review their hidden dice, decide which die/dice they want to keep. They
leave these under their cup and remove the die/dice they want to re-roll and keep
those in their hand.

Players must keep at least one die each roll.

Players simultaneously reveal the die/dice they are keeping

Players pay the bank $1 for each additional die they want to keep to that roll.

If a player has kept all five of his dice, then the other players get one last roll
and have to keep whatever they roll

ACTIONS PHASE
Whichever player has rolled the most 9s gets to take the 9 action. This player gets
one gold nugget for each 9 he rolled that turn.

The player rolling the most 10s gets to rob the bank. In the first turn, this is $3.
In subsequent turns, it's the amount of money players have paid to keep additional
dice (see Dice Roll Phase above).

The player rolling the most Jacks gets to visit the General Store and draw one card
from the deck for each Jack he rolled that turn. The player keeps one card and
discards the others.

The General Store cards are typical of a lot of board games, as they bend the rules,
or allow the player to manipulate game events to his advantage. For example, change
one die to anything he wants, or not pay for keeping more than one die, etc. Also
intermixed in the General Store deck are VP cards.

The player with the most Queens gets select as many cards as he has Queens from
another player's hand. The player with the Queens then selects one of the cards and
returns the cards to the other player. The cards in the other player's hand could be
a combination of General Store cards and Settlement cards. The cards have different
backs so its easy to tell which type you are selecting.

The player with the most Kings is the Sheriff. The Sheriff gets to break all ties.
This being Dice Town and all, the Sheriff can accept bribes from other players. For
example, if two players both rolled three 9s, the two players can take turns offering
the Sheriff money and/or gold to decide which player will get to take the 9 action
that turn. As we like to say, "It's good to be Sheriff."

Finally, the player with the best poker hand gets to take a Settlement card. There
are three Settlement cards visible at all times. These cards offer one to five VPs.
For every Ace the player has in his winning poker hand, he gets to take another
Settlement card (up to the three that are visible).

Finally, Doc Badluck is the action for players that didn't get a normal action that
turn. Available actions are determined by what the player rolled that turn. For
example, if the player rolled at least one 9, he has the Doc Badluck action of
getting one gold nugget from every other player. If he has a 10, he could choose to
get $2 from every player. This is a great mechanic for players having an unlucky
night with the dice.

END OF TURN
The bank is replenished with the money players spent to keep dice this turn. New
settlement cards are revealed (so three are showing).

Players start shaking their dice and a new turn starts with the Dice Rolling Phase.

The game continues until all of the gold nuggets in the supply are gone, or the last
Settlement card has been claimed by a player.

Players total up their VPs, which come from:

1 VP per gold nugget

1 VP per $2

Settlement cards

VP cards from the deck

5 VP for the player who's the Sheriff at game end

My family loves Dice Town. The game offers a little bit of everything... luck,
player interaction, a good theme, very little down time and some nice mechanics.

I took off a star for the luck element and because the action phase can begin to feel
a bit repetitive. I give the game four stars for its accessibility, colorful
components, simple rules and fun game play.

Other Resources for Dice Town:

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